WIP: Ultimate Doom 2012

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: WIP: Ultimate Doom 2012

Post by Gez »

2005 FY9 wrote:So it shouldn't be long til' Skulltag gains the 1681 settings?
No idea. Torr said 98b would only be a bugfix edition. Catching up with ZDoom features might resume for 98c if 98b seems stable enough after release.
User avatar
2005 FY9
Posts: 120
Joined: Thu Dec 27, 2007 3:05 am
Location: san diego, ca

Re: WIP: Ultimate Doom 2012

Post by 2005 FY9 »

Gez wrote:
2005 FY9 wrote:So it shouldn't be long til' Skulltag gains the 1681 settings?
No idea. Torr said 98b would only be a bugfix edition. Catching up with ZDoom features might resume for 98c if 98b seems stable enough after release.
As long as its before the end of next year, I'll be okay.

Does anybody know about better version of the uh, doom sprites?
User avatar
2005 FY9
Posts: 120
Joined: Thu Dec 27, 2007 3:05 am
Location: san diego, ca

Re: WIP: Ultimate Doom 2012

Post by 2005 FY9 »

Okay, I need to bump this, I have edited my first post. I would like some input from others:

1) Is my Hangar map good as is or does it still need a lot of work?

2) Should I use Free Doom textures instead since they are higher res?

3) Is it possible to have Ultimate Doom level transmissions in Doom 2?

4) How can I program in starting armor bonus for higher difficulties?

5) Should I give all sectors custom light and fog effects, or just a few?

Thank you for the help and compliments (in advance if I get any).
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: WIP: Ultimate Doom 2012

Post by Gez »

2005 FY9 wrote:3) Is it possible to have Ultimate Doom level transmissions in Doom 2?
Yes. You'll have to write your own [wiki]intermission script[/wiki] though. Feel free to peek in zdoom.pk3 for the Doom and Heretic examples.
2005 FY9 wrote:4) How can I program in starting armor bonus for higher difficulties?
I don't see any easy way just with skill definition in MAPINFO.

However, you could fake it by putting in each map, at each player start, a special item like this:

Code: Select all

Actor ArmorSkillPlaceHolder 1337
{
    States
    {
    Spawn:
         TNT1 A 1
         Stop
    }
}
Then in your skill definition, you can use ReplaceItem "ArmorSkillPlaceHolder", "SomeArmor". This way, the player gets SomeArmor at the relevant skill, but nothing happens in other skills. (You can even use voodoo dolls in a hidden sector to make sure the players can't pick up said armor afterwards and can't pick up the other players' armors. See Plutonia2 MAP32 for an example of such a map setup.)
User avatar
2005 FY9
Posts: 120
Joined: Thu Dec 27, 2007 3:05 am
Location: san diego, ca

Re: WIP: Ultimate Doom 2012

Post by 2005 FY9 »

Gez wrote:
2005 FY9 wrote:3) Is it possible to have Ultimate Doom level transmissions in Doom 2?
Yes. You'll have to write your own [wiki]intermission script[/wiki] though. Feel free to peek in zdoom.pk3 for the Doom and Heretic examples.
2005 FY9 wrote:4) How can I program in starting armor bonus for higher difficulties?
I don't see any easy way just with skill definition in MAPINFO.

However, you could fake it by putting in each map, at each player start, a special item like this:

Code: Select all

Actor ArmorSkillPlaceHolder 1337
{
    States
    {
    Spawn:
         TNT1 A 1
         Stop
    }
}
Then in your skill definition, you can use ReplaceItem "ArmorSkillPlaceHolder", "SomeArmor". This way, the player gets SomeArmor at the relevant skill, but nothing happens in other skills. (You can even use voodoo dolls in a hidden sector to make sure the players can't pick up said armor afterwards and can't pick up the other players' armors. See Plutonia2 MAP32 for an example of such a map setup.)
Wow, that sounds kool, I'll try that =)

I would like to copy the end games as well (e2 and the bunny), that is possible too right? After looking at all of that, I can't figure out how to set up the intermission screen like it was in D1. I don't think the mapinfo script in zdoom does that either.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: WIP: Ultimate Doom 2012

Post by Gez »

Intermission scripts are not directly in MAPINFO. They're separate lumps. They're the files in_epi1/2/3.txt for Doom and in_htc1/2/3 for Heretic.

A simple one: Heretic episode 1:

Code: Select all

NoAutostartMap
Background mape1
Splat in_x
Pointer in_yah

Spots
{
	E1M1 172 78
	E1M2 86 90
	E1M3 73 66
	E1M4 159 95
	E1M5 148 126
	E1M6 132 54
	E1M7 131 74
	E1M8 208 138
	E1M9 52 101
}
It's just a list of where to put the level splats on the background, and which graphics to use.

A more complicated example: Doom episode 2:

Code: Select all

Background wimap1
Splat wisplat
Pointer wiurh0 wiurh1

// IfEntering and IfLeaving are mutually exclusive so these have to be defined twice! 

IfLeaving E2M1 Pic 128 136 WIA10000
IfLeaving E2M2 Pic 128 136 WIA10100
IfLeaving E2M3 Pic 128 136 WIA10200
IfLeaving E2M4 Pic 128 136 WIA10300
IfLeaving E2M5 Pic 128 136 WIA10400
IfLeaving E2M6 Pic 128 136 WIA10500
IfLeaving E2M7 Pic 128 136 WIA10600
IfLeaving E2M9 Pic 128 136 WIA10400

IfEntering E2M2 Pic 128 136 WIA10000
IfEntering E2M3 Pic 128 136 WIA10100
IfEntering E2M4 Pic 128 136 WIA10200
IfEntering E2M5 Pic 128 136 WIA10300
IfEntering E2M6 Pic 128 136 WIA10400
IfEntering E2M7 Pic 128 136 WIA10500
IfEntering E2M8 Pic 128 136 WIA10600
IfEntering E2M9 Pic 128 136 WIA10400

IfVisited E2M9 Pic 192 144 WIA10702

IfEntering E2M9 Animation 192 144 11 ONCE
{
	WIA10700
	WIA10701
	WIA10702
}

      
Spots
{
	E2M1 254 25
	E2M2 97 50
	E2M3 188 64
	E2M4 128 78
	E2M5 214 92
	E2M6 133 130
	E2M7 208 136
	E2M8 148 140
	E2M9 235 158
}
Same as before, but you also have an animation and you have the "demons progressively building the Tower of Babel" effect.
User avatar
2005 FY9
Posts: 120
Joined: Thu Dec 27, 2007 3:05 am
Location: san diego, ca

Re: WIP: Ultimate Doom 2012

Post by 2005 FY9 »

Gez wrote:Intermission scripts are not directly in MAPINFO. They're separate lumps. They're the files in_epi1/2/3.txt for Doom and in_htc1/2/3 for Heretic.

A simple one: Heretic episode 1:

Code: Select all

NoAutostartMap
Background mape1
Splat in_x
Pointer in_yah

Spots
{
	E1M1 172 78
	E1M2 86 90
	E1M3 73 66
	E1M4 159 95
	E1M5 148 126
	E1M6 132 54
	E1M7 131 74
	E1M8 208 138
	E1M9 52 101
}
It's just a list of where to put the level splats on the background, and which graphics to use.

A more complicated example: Doom episode 2:

Code: Select all

Background wimap1
Splat wisplat
Pointer wiurh0 wiurh1

// IfEntering and IfLeaving are mutually exclusive so these have to be defined twice! 

IfLeaving E2M1 Pic 128 136 WIA10000
IfLeaving E2M2 Pic 128 136 WIA10100
IfLeaving E2M3 Pic 128 136 WIA10200
IfLeaving E2M4 Pic 128 136 WIA10300
IfLeaving E2M5 Pic 128 136 WIA10400
IfLeaving E2M6 Pic 128 136 WIA10500
IfLeaving E2M7 Pic 128 136 WIA10600
IfLeaving E2M9 Pic 128 136 WIA10400

IfEntering E2M2 Pic 128 136 WIA10000
IfEntering E2M3 Pic 128 136 WIA10100
IfEntering E2M4 Pic 128 136 WIA10200
IfEntering E2M5 Pic 128 136 WIA10300
IfEntering E2M6 Pic 128 136 WIA10400
IfEntering E2M7 Pic 128 136 WIA10500
IfEntering E2M8 Pic 128 136 WIA10600
IfEntering E2M9 Pic 128 136 WIA10400

IfVisited E2M9 Pic 192 144 WIA10702

IfEntering E2M9 Animation 192 144 11 ONCE
{
	WIA10700
	WIA10701
	WIA10702
}

      
Spots
{
	E2M1 254 25
	E2M2 97 50
	E2M3 188 64
	E2M4 128 78
	E2M5 214 92
	E2M6 133 130
	E2M7 208 136
	E2M8 148 140
	E2M9 235 158
}
Same as before, but you also have an animation and you have the "demons progressively building the Tower of Babel" effect.
Thanks for the help.

Where do I write the intermission script, just the .txt file you mentioned above? I'll try that.

I think I'll need all 3 eps posted for me since they all have complex features in them. Also is this right to add to the map info?

exitpic = "$WIMAP0"
enterpic = "$WIMAP0"
?

Thanks again. I think I'm going to work on texture and weapon replacements now. Which reminds me, I should ask Eriance if he'd be willing to make a double pistol for his DE pistol.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: WIP: Ultimate Doom 2012

Post by Gez »

2005 FY9 wrote:Thanks for the help.

Where do I write the intermission script, just the .txt file you mentioned above? I'll try that.
Make a text lump per intermission map in your mod, name them however you want. Let's say script1.txt for the first. Could be something else. Doesn't matter.

In the MAPINFO definition for the maps, use this syntax:

Code: Select all

Map MAP01 "Blabla"
{
    otherproperties = blah, blah, blah
    enterpic = "$SCRIPT1"
    exitpic = "$SCRIPT1"
}
Let's say one of the map (lump name: PORTAL) is a portal between two planets. You have earthmap.txt for the intermission script for Earth, and marsmap.txt for the intermission script for Mars. This map is the last map in the "Earth" episode and the first in the "Mars" episode. You'd have something like that:

Code: Select all

Map PORTAL "Planetary Gateway"
{
    otherproperties = blah, blah, blah
    enterpic = "$earthmap"
    exitpic = "$marsmap"
}
When the player arrives at this map from the previous, the intermission script used is that from Earth; and when he goes to the next map the intermission script displayed is that from Mars.

Another example of MAPINFO trickery:

Code: Select all

map E1M8 lookup "HUSTR_E1M8"
{
	levelnum = 8
	titlepatch = "WILV07"
	next = "E2M1"
	secretnext = "E1M9"
	sky1 = "SKY1"
	cluster = 1
	par = 30
	nosoundclipping
	baronspecial
	specialaction_lowerfloor
	music = "$MUSIC_E1M8"
	enterpic = "$IN_EPI1"
	exitpic = "$IN_EPI1"
}

map E2M1 lookup "HUSTR_E2M1"
{
	levelnum = 11
	titlepatch = "WILV10"
	next = "E2M2"
	secretnext = "E2M9"
	sky1 = "SKY2"
	cluster = 2
	par = 90
	music = "$MUSIC_E2M1"
	enterpic = "$IN_EPI2"
	exitpic = "$IN_EPI2"
}
Load that alongside Doom.wad, beat up the big badasses, and surprise, instead of game over you are sent to Deimos Anomaly (with your full inventory, but with less than 10 hit points, have fun!). See how the intermission between both these levels change from Phobos ("Completed") to Deimos ("Entering")?
User avatar
2005 FY9
Posts: 120
Joined: Thu Dec 27, 2007 3:05 am
Location: san diego, ca

Re: WIP: Ultimate Doom 2012

Post by 2005 FY9 »

Seeing as that is a bit too advanced for me right now, I'm going to focus my efforts elsewhere for now.

I just got a good idea for starting items by difficulty settings. I use the replace actor on the player. However, the replacement won't work on the player (though the changes on the regular did work) for some reason. Is there something special I need to do? Do they have to have the exact umm, name?
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: WIP: Ultimate Doom 2012

Post by Gez »

You can't use replacement for player classes.
User avatar
2005 FY9
Posts: 120
Joined: Thu Dec 27, 2007 3:05 am
Location: san diego, ca

Re: WIP: Ultimate Doom 2012

Post by 2005 FY9 »

Gez wrote:You can't use replacement for player classes.
Then make that my new feature request! :3:

And I figure there would be no way to force class choice based on difficulty either? What about switching the class menu with the skill menu (class menu coming last)? That way I can use the confirm text to tell players what class player to choose.

As an unrelated question, how would I set a monster to be placed only on skill setting 5?

Gez, can you try my map out? Is it adequate? How much improvement does it need, or is it hopeless?
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: WIP: Ultimate Doom 2012

Post by Gez »

2005 FY9 wrote:Then make that my new feature request! :3:
Don't bother, that's not going to get in.
2005 FY9 wrote:And I figure there would be no way to force class choice based on difficulty either? What about switching the class menu with the skill menu (class menu coming last)? That way I can use the confirm text to tell players what class player to choose.
Use a single skill. That way the skill menu is skipped entirely. Name your classes "easy", "hard", etc.
2005 FY9 wrote:As an unrelated question, how would I set a monster to be placed only on skill setting 5?
*
Your map needs to be in UDMF. Then you can filter things by class and/or skill exactly how you want them to be.
2005 FY9 wrote:Gez, can you try my map out? Is it adequate? How much improvement does it need, or is it hopeless?
Sorry, don't have the time for playing right now, including playtesting.
User avatar
2005 FY9
Posts: 120
Joined: Thu Dec 27, 2007 3:05 am
Location: san diego, ca

Re: WIP: Ultimate Doom 2012

Post by 2005 FY9 »

I am having problems with MapInfo, AGAIN!
Spoiler:
poop87
Posts: 41
Joined: Thu Feb 24, 2011 10:04 am

Re: WIP: Ultimate Doom 2012

Post by poop87 »

2005 FY9 wrote:Alright, My work has a new status. I have decided to rebuild everything under a new format (Doom in Hexen). In doing so, I have nearly finished map 1 of this future megawad (still not finished, for example the teleport does not work yet). By the end of the month I should have at least three maps finished. The remake of the first map, although almost identical, is much better than my original. There is some unfortunate news; I won't be able to complete e1 til' early next year, rather than by the end of this year. However, despite this, I should be able to finish the whole project by the end of next year; and two or three new sets by the end of 2012.

Here are the new features that my megawad has to offer: (green = already done or will do) (orange = might do)

1) The Freedoom midi format which improves the way the music sounds, (though some don't sound good with it). Sounds are taken from PSX Doom.

2) The new format enables colored lighting and fog, in addition to slopes and bridges in the future.

3) The addition to new monsters (already have done and will do in the future) introduce something new to the game.

4) Brand new difficulty settings, utilizing new features such as actor replacements.


5) Add new weapon graphics taken from Demon Eclipse and Redoom. Sprite improvements in addition to that. Prepare new weapons.

6) Use high res graphics taken mostly from Free Doom. I tested this, it greatly improves visual quality, but it may not be worth it.



download alpha here: (I know RS takes things down, but this does not need to be on here for more than a week anyway)
http://rapidshare.com/files/315603469/u ... 2.zip.html

Below are my old obsolete posts:
Spoiler:
Screenshots:

http://img709.imageshack.us/img709/7716/screen3.png

- this shows the effectiveness of fog effects in my maps
Dammit the link's dead!
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: WIP: Ultimate Doom 2012

Post by wildweasel »

Ye Bumper of Olde Topicks wrote:Dammit the link's dead!
Then post about it in This Thread That's Pinned To The Top Of The Damn Forum instead of bumping a THREE YEAR OLD THREAD to tell us what we already know!
Locked

Return to “Abandoned/Dead Projects”